











































































Glass 

Book 




Major W. H. Blxbyi 

Oorpy of' ilagiaeers, U. S. 

MAR 11.1887 






. 












REVERSI AND GO BANG. 


BY 

“BERKELEY” 


Authorized by Lewis Waterman. 


WITH NUMEROUS ILLUSTRATIONS. 



NEW YORK: > 

FREDERICK A. STOKES COMPANY. 

MDCCCXC. 


4 -4V 
745 








< 






REVERSI AND GO BANG. 


By “ BERKELEY. 


9 






PAGE 

Reversi.3 

Openings.14 

Fool’s Mate.29 

Tactics of Middle Play.32 

Diagonals.47 

General Rules.54 

Laws.56 

Royal Reversi.58 

Go Bang , ,63 












REVERSI. 


INTRODUCTION. 

Few games, to our knowledge, have taken such a hold upon 
the general public in so short a time as the game of Reversi. 
Although it has not been published more than a few years, 
yet the sale has been immense. If it be true that imitation 
is the sincerest flattery, this game is already stamped with 
success, in that at least one, if not more games, have been 
re-christened and called Reversi. The one we have more es¬ 
pecially in our mind is Annexation, or Reversi—a game very 
similar in appearance and name, but unlike in its general 
completeness and the wording and clearness of its rules. 

The game we are about to describe is the original game 
published by Messrs. Jaques & Son, and invented by Mr. 
Waterman, who has kindly authorized us to make use of 
his rules and description of the game. 

Reversi has many charms : it is easily learnt, is full of 
strategic positions and charming surprises, and very fre¬ 
quently the ultimate result remains in the balance until the 
very last few moves. 

In fact, it may be said of it, with a greater amount of 
truth than of most other games, that it is “never lost until 
it is won.” In a scientific point of view, however, it is at 
present so much in its infancy that it is difficult for us to 
lay down any hard-and-fast rule even as to the primary laws 
for correct play. The only attempts at scientific, or perhaps 
it would be more correct to say, quasi-scientific, treatment of 
the game that have as yet been seen in print are the articles 

s 



4 


RE VERSI. 


which appeared in the Queen newspaper in the spring of 
1888, and a handbook authorized by the inventor, and 
published in the autumn of the same year. 

DESCRIPTION OF THE GAME. 

The game of Reversi is played by two persons. The imple¬ 
ments are an ordinary chess-board and sixty-four counters, 
painted white on one side and black on the other, or any 

other two con¬ 
trasted colours. 

The sixty-four 
counters are to 
be divided into 
two sets, of 
thirty-two each 
—one set with 
the white and 
the other set with 
the black sides 
up. Now let one 
player take the 
thirty-two black 
counters and his 
opponent the 
thirty-two white 
counters. Sup¬ 
pose Black wins the choice of beginning (by tossing, or any 
other means previously agreed upon between the players) 
and elects to lead. 

The game is commenced by Black laying down one of 
his counters in any one of the four central cells of the 
board (marked out in the diagram above by a thick line, 
and numbered 28, 29, 36, 37); then White lays down a 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

1! 

12 

13 

14 

15 

16 

17 

18 

19 

20 

21 

22 

23 

24 

25 

26 

27 

28 

29 

30 

31 

32 

33 

34 

35 

36 

37 

38 

39 

40 

41 

42 

43 

44 

45 

46 

47 

48 

49 

50 

"51 

52 

53 

54 

55 

56 

57 

58 

59 

60 

61 

62 : 

63 

64 


Fig. 1. 



















DESCRIPTION OF THE GAME. 


5 


counter in any of the three remaining unoccupied cells. 
Black in like manner places a second counter in either 
of the two unoccupied cells; and lastly White lays down 
another counter in the remaining cell. 

Suppose, for instance, Black plays 28; White can choose 
29, 36? 37 : let him play 29. Then Black can choose either 
36 or 37 ; let him play 36 : and White has no choice, but 
must play 37. 

When the four squares are filled, the method of play 
altogether changes. In future Black cannot lay down his 
counter wherever he chooses, but only where there is a 
square unoccupied next to a counter belonging to his 
opponent, and with the extra proviso that Black has also 
another counter of his own at the opposite side of his 
opponent’s white counter, or coun¬ 
ters, and next to it, in any line, 
straight or oblique. 

Thus in Fig. 2 White may lay¬ 
down his counter in cell A, because 
he has another white counter at the 
other end of the line of his opponent’s counters, at cell D. 

On the other hand, in Fig. 3, White would not be en¬ 
titled to place his counter in 
cell A, because his counter at 
E is not next to a black coun¬ 
ter at the opposite side of his 
opponent’s line. 

When a player places his 
counter according to the directions given above, he is en¬ 
titled and obliged to turn over, or “ reverse,” all his oppo¬ 
nent’s counters enclosed between the counter just laid down 
and his other counter at the opposite end of his opponent’s 
line. The opponent, in his turn, also places his counter 


ABODE 


Fig. 3. 


A B € D 



• 

• 

0 




Fig. 2. 












6 


REVE RSI. 


according to rule, and turns over, or “reverses,” all the 
counters of the opposite colour to his own. The object of 
the game is to get as many counters as you can of your 
own colour on the board at the end of the game. 

Suppose Black and White to have played in the cells as 

given above — 
namely, Black in 
28 and 36, and 
White in 29 and 
37. According 
to rule, it will be 
seen that Black 
may now play 30 
or 38 in a straight 
line, or 22 or 46 
in an oblique line. 
Let us suppose he 
plays 22 ; then he 
will reverse a 
white counter in 
cell 29. 

In the same way 
White can now 
play 21 or 35 in 
a straight line, or 
19 in an oblique 
line. Let us suppose he plays 19, reversing a black counter 
in cell 28. 

As the game proceeds it will be seen that a player can 
frequently play in a cell, and reverse several of his oppo¬ 
nent’s counters in different lines, both straight and oblique. 

Suppose the game is as in the above diagram. White 
has to play. If he elect to play 38 he will be entitled to 


Fig. 4. 

Note— In this and all other diagrams through¬ 
out this article, the cells are supposed to be num¬ 
bered as in Fig. 1. It will save the student a 
good deal of time if he obtains a board and 
numbers the cells as there given. 


















DESCRIPTION OF THE GAME. 


7 


reverse counters on 36 and 37 in a straight line, and a 
counter on 29 in an oblique line. 

A player must reverse all the rows to which his move en¬ 
titles him. 1 Should, however, a player neglect to reverse any 
counter, or counters, to which he is entitled, his opponent 
may, if he please, point out the error, and insist on its 
being rectified. But he is not obliged to do so, as a player, 
if he neglect his opportunities, ought to be made to suffer 
for such neglect. 

Should a player, when it is his turn to play, be unable to 
do so, his turn is postponed, and his opponent is entitled to 
proceed. Furthermore, if, on the second opportunity of 
playing, a player cannot play, his opponent is again entitled 
to proceed. In fact, there is no limit to this, as long as the 
player has any counters left to play. 

It may so happen that Black has played all his thirty-two 
counters, and White only twenty-eight. Then, if White cannot 
play, the game is ended. If, on the other hand, Black’s final 
—*.<?., thirty-second—move enable White to play, he plays 
one or more moves in succession, as the case may be, but, 
of course, not more than his quantum— i.e., thirty-two in all. 
Thus it will be seen that the game is ended when neither 
player can play, either because there is no cell left where he 
can reverse any of his opponent’s counters, or because he 
has played all his own. 

At the conclusion of the game, the winner is he who has 
most counters of his own colour on the board. If each side 
have an equal number of counters on the board, the game is 
drawn. 

Odds. 

Odds can be given to the weaker player in several ways. 


1 This rule was formerly optional. It is now made absolute. 




8 


RE VERSI. 


He may be allowed “ choice of beginning ” every game, 
instead of every alternate one. Or he may be allowed to 
play thirty-three, or more, counters to his adversary’s thirty- 
one, or less. Or he may be considered to have won a game 
which he draws, or in which he obtains thirty-one or any 
other smaller number of counters (previously agreed upon), 
at the end of a game. 

The last method is, in our estimation, the best, as the 
giving of a bisque, 1 or the limitation of one player to less 
than thirty-two counters, alters the character of the game 
so considerably that the result is that it is not good practice 
for either of the players. 

The first part of an illustrative game will now be given, to 
render the above explanation more complete. The game 
is not played on scientific principles, but merely to show 
our readers the ordinary moves. 


Move. 

Black. 

Counters Reversed. 

White. 

Counters Reversed. 

, 

28 

None 

29 

None 

2 

36 

> > 

37 

28 

3 

22 

29 

19 

4 

20 

28 

21 

20, 29 

5 

46 

37 

27 

28 

6 

13 

21, 29 

30 

29 

7 

3 8 

30 

43 

36 

8 

35 

28, 36 

44 

28, 36 

9 

34 

20, 27 

45 

37 

IO 

5i 

43* 44- 37- 

11 

20 

ii 

52 

45 

26 

27 

12 

17 

26 

4i 

34 

13 

25 

34 

42 

35 

14 

18 

19, 20, 27, 36 

33 

34 

15 

49 

28, 33, 35, 4i) 42 

59 

19, 27, 35, 43, 5i 


1 A bisque at Reversi is for one player to have the power of com¬ 
pelling his opponent to play twice consecutively at any time during the 
game. 











DESCRIPTION OF THE GAME. 


9 


Leaving the board as in !Fig. 5 :— 

Black’s fourth 
move was a bad 
one: he should 
have played 2 7 
(see Openings, 

Class 1). He, 
however,attempts 
an irregular 
opening, which 
does not succeed. 

Black’s ninth 
move should 
have been 26. 

White will, in 
all probability, 
win the game, 
because Black is 
so curtailed in moves, owing to his having reversed so 
many more of his adversary’s counters than he should have 
done, and because he did not take advantage of having the 
first move to get a good position early in the game. At 
Black’s sixteenth move, in the game from which this is 
taken, he played 60, and White replied with 61, and won 
eventually, having 45 of his own men to his opponent’s 19. 
Black’s better move would have been 4, instead of 60, in 
our opinion ; but Black cannot win if W’hite play well. 

For the sake of convenience, in discussing the separate 
portions of the board, it is necessary to use a different 
notation for each part, as given below. It will be noticed 
the sixteen central cells of the board, called the “ central 
square,” are numbered as in the diagram on page 4. 

It is of the highest importance to a general to know 












O 


© 




• 

© 

O 

• 

© 

9 



0 

® 

O 

9 

O 

9 



0 

O 

O 

9 

O 

9 



9 

9 

O 

9 

9 

O 



© 


O 

9 







O 







Fig. 5. 



















10 


REVE RSI. 


thoroughly the nature of the ground on which he is about 
to try conclusions with the enemy; and so with the Reversi 
player—it is essential that he should be conversant with 

the nature of 
the board over 
which he has to 
fight. 

In the hand¬ 
book already re¬ 
ferred to, the con¬ 
clusion arrived at 
is that the first 
player ought to 
win; but we de¬ 
cline to be biassed 
in favour of this 
theory, and will 
endeavour to 
carefully examine 
into this question 
with an open 
mind. It is a point which must be treated at some length 
—firstly, because it is highly important; and, secondly, 
because we are unable to bring forward conclusive proof 
whether beginning is advantageous or not, and conse¬ 
quently we wish to put forward arguments on both sides, 
to enable each individual player to decide for himself. 

It will be allowed on all hands that, as a general rule, it 
is advantageous to gain the corner cells of the board, which 
we have for this reason marked Good. 

Again, it is obvious that no player will be able to obtain 
a corner unless his adversary place a man either in a cell 
marked A or A 1 or one marked Bad. 


GOOD 

A 

B 

C 

C' 

B 1 

A 1 

GOOD 

< 

BAD 

D 

E 

E' 

D 1 

BAD 

> 

cb 

Q 

19 

20 

2! 

22 

o 

U3 

o 

ill 

27 

28 

29 

30 

m 

O 

o 

UJ 

35 

36 

37 

38 

m 

o 

cn 

Q 

43 

44 

45 

46 

o 

qj 

< 

BAD 

iO 

,3 

3 

a 

BAD 

> 

GOOD 

,V 

.9 

iO 

0 

a 

V 

GOOD 


Fig. 6 . 


















DESCRIPTION OF THE GAME. 


i 


i 


No player will, of course, run the risk ot occupying any 
of these cells unless he sees a compensating advantage to be 
reaped. But he, of course, may be forced into them, either 
because the remaining cells of the board are filled up or 
because he thinks them less disadvantageous than others 
still remaining vacant. 

The first of these reasons is the only one relevant to the 
present discussion—namely, that a player will not occupy a 
cell marked either Bad or A or A 1 unless obliged. If from 
the whole sixty-four cells we deduct four good and twelve 
bad ones, forty-eight are left as indifferent. 

If there was no restriction as to moving, and either side 
could alternately lay down a counter, of course the first 
player would be obliged to play a bad move before his 
opponent. 

At first sight it would appear that there was no valid 
reason why both players, even under the conditions of this 
game, should not play an equal number of moves in the 
central square and in each of the four flanks. And if 
this were so, the first player would be in an equally bad 
position, having to play a disastrous move, after all the 
harmless cells had been filled up. 

This, on the face of it, seems to prove conclusively that 
the first player has a great disadvantage at* a late stage of 
the game. But, on the other hand, let us examine whether 
there are any circumstances which tend to lessen, neutralize, 
or reverse this apparent disadvantage. 

To do this it is necessary to test the capabilities ot play 
in the central square, and in the four portions of the board 
alphabetically notated, which we will call “ flanks.” 

It will be seen, when the “ Openings ” are gone into 
hereafter, that the presumption about the equality of moves 
in each separate portion of the board is by no means true 



12 


REFERSI. 


in the case of the “ central square,” because under that 
head it can be clearly demonstrated by analysis that the first 
player, if he play well, ought to force his opponent out of the 
“ central square,” and obtain nine moves to his opponent’s 
seven—a gain of two moves. 

Our readers will be able to verify this for themselves it 
they carefully study the Regular Openings, but for the 
present we will take it for granted, and proceed to see how 
it affects the question before us. 

We will not argue that because our original presumption 
can be proved to be false in one portion of the board it is 
so in all, but this much it is only fair to urge—that pre¬ 
sumably if each player be able to occupy half the cells in 
each “ flank,”—/.<?., five in each or twenty in the four,—and 
one player exhausts two of these before his opponent ex¬ 
hausts any, such opponent is in a favourable position with 
regard to moves. 

The play in each of the “ flanks ” is so complicated that 
it is impossible to prove by analysis which player is likely 
to be in a better position with regard to moves, and con¬ 
sequently Reversists, before deciding on this question, 
should become thoroughly acquainted with the leading 
principles and general rules of the game. 

Another argument in favour of the first player having 
the advantage is to be seen, if we view the game as a 
whole. 

Unlike ordinary warfare, where some fortress or town is 
to be fought for, which one side defends and the other 
attacks by approaches, mines, and the like, in Reversi 
there are four separate fortresses to be won—namely, the 
four corners,—and, in addition, they must be taken with as 
small a loss of men as possible, coupled with a goodly 
supply of captured enemies. Another peculiarity is that 



TACTICS OF EARLY PLAY. 


13 


each party starts from a central position equi-distant from 
the four fortresses. 

It has not yet been shown that any particular cell in the 
outside row (except the corner one) is valuable, yet it is 
clear that it will frequently be advantageous to be able to 
play into one of them. The player who is first forced out 
of the “central square” gives a back, so to speak, to his 
opponent, which enables him to get into the outside row, 
if he so wish. This is one of the advantages accruing to 
the beginner. 

Thus, on the one hand, it appears that the first player 
will have to make the first disastrous move at the forty-ninth 
move, unless he can force his adversary to do so before 
that move. 

On the other hand, it can be proved by analysis that the 
first player can gain two moves in the “ central square ” ; 
and with regard to the play in the “ flanks,” it is doubtful 
which player is, by virtue of his position, in the better case. 


TACTICS OF EARLY PLAi. 

To be able to open the game well is of great importance, 
as although it may be thought that ultimate success will 
chiefly depend on skill in the later stages, yet experience 
shows that this is not so, but that the game must be played 
from the commencement with care and on a regular system. 
If the following openings be carefully mastered, the most 
advantageous chosen for use, Fool’s Mate avoided, and the 
general rule observed—of keeping as few of your own men 
on the outside of the game as possible, there need be no 
very great strain on a player’s brain during the first part 
of the game. 



14 


RE VERSI. 


REGULAR OPENINGS. 

These are of two classes—Parallel Openings, and Dia¬ 
gonal Openings. 

The first should be always adopted by the first player. 
The second should be learnt, so that if your adversary is 
foolish enough to adopt one of them you may be able to 
turn his folly to the best advantage. 

Class I.—Parallel Openings. 



Fig 7. 


19 

20 

21 

22 

27 

28 

29 

30 

35 

36 

37 

38 

43 

44 

45 

46 


Fig. 8. 


Fig. 7 shows the position 01 the board at the com¬ 
mencement of all the “ Parallel Openings,” and Fig. 8 the 
notation used. 


Opening No. i. 

P osition after Black’s 5th move. 


Move. 

Black. 

White. 

3 

22 

19 

4 

27 

35 

5 

46, Var. 1 

20, Var. 2, 3, 4 

6 

43 

30, Var. 5, 6, 7 

7 

38 

44, Var. 8 

8 

45 



Fig. 9. 




































REGULAR OPENINGS. 


15 


Variation i. 


At fifth move Black may 
have made a mistake, by 
playing 46, instead of 43. 
Let us examine into this. 


Leaving C White—19, 20, 21, 27, 28, 29, 35, 37,45, 46. 
the board \ Black—22, 30, 36, 38, 43, 44. 

Here Black does not gain a move in “ Central Square,” 
consequently 43 is not correct at his fifth move. 

Variation 2. 


At the fifth move White 
might have played 21, 30, or 
38, instead of 20. We will 
consider these separately. 

When he plays 21 he is forced out of central square at 
seventh move, and his best move then is 12. (a) White 

at his sixth move might have played 38, instead of 30, but 
if Black reply with 30, the position is slightly more dis¬ 
advantageous to White. 

Variation 3. 

When White plays 30, instead of 20, at his fifth move. 


Move. 

Black. 

White. 

5 

46 

30 

6 

38 

45 

7 

44 



Move. 

Black. 

White. 

5 

46 

21 

6 

20 

30a 

7 

38 



Move. 

Black. 

White. 

5 

43 

30 

6 

38 

46 

7 

44 

45 

8 

2 0 

21 

























i6 


RE VERS]. 


Here again White is forced out of the central square, 
and his best move is 31 or 52. 

When White plays 38, instead of 20, at his fifth move. 


Variation 4. 


Move. 

Black. 

White. 

5 

46 

38 

6 

30 

20 b 

7 

45 



Here again White is forced out of the central square, 
and his best move in all probability is 54. 

(b) White might vary his sixth move by playing 21, to 
which Black should reply 20. This, perhaps, is White’s 
better move, as the board is quite as well covered for White, 
who, in addition, has a greater choice of moves out of 
central square. 

Variation 5.—White might play 38, instead ot 30 ; 
Black answers 30. 

Variation 6.—White might play 44, instead of 30; 
Black answers 45. 

Variation 7.—White might play 45, instead of 30; 
Black answers 44, which in each case obliges White to 
leave the central square at his eighth move. 

Variation 8.—White at seventh move could play 45 
instead of 44; but if he do so, Black replies with 44, and 
the result is not altered, the disposition of the counters still 
being— 

White—19, 20, 27, 28, 29, 35, 36. 

Black—22, 30, 37, 38, 43, 44, 45, 46. 

Consequently it will be seen that if Black play correctly 







REGULAR OPENINGS. 


1 7 


he obtains nine moves to seven moves of White in the 
central square; but if Black err at the fifth move, he loses 
the advantage of playing first. 


Opening No. 2. 

The first four moves as in Fig. 7. 

Position after Black’s 5th move. 


, Move. 

1 1 

Black. 

White. 

3 * 

22 

J 9 

4 

27 

21 

5 

46 

35, Var. 1, 2 

6 

20 

i 43 . Var. 3, 4 

7 

30 


8 

45 

1 38 



Fig. 10. 


White here again is obliged to go out of the central 
square, and his best move is 12, which prevents Black 
from playing 44 at his next move. 

White might have played 43, instead of 35, at his fifth 
move, to which Black would respond as shown below. 


Variation i. 


Move. 

Black. 

White. 

5 

46 

43 

6 

35 

45 

7 

20 



This variation cannot be recommended to White. 

B 























i8 


R EVE RSI. 


Variation 2.—White might have played 45, instead of 
35, at his fifth move, to which Black should reply 30. Now, 
if White want to remain in central square, he must play 
35, and Black goes to 20. 

This variation is more advantageous to White than the 
last, as, if he play 12, the game will not be much in favour 
of Black. 

Variations 3 and 4. — White might have played 38 or 
45 at his sixth move, instead of 43, to either of which 
Black should reply 30; but neither of these variations is to 
be recommended. 


Opening No. 3 . 

The first four moves as in Fig. 7. 


Position after Black’s it move. 



Fig. 11. 


Move. 

Black. 

White. 

3 

22 

21 

4 

30 

19, Var. 

5 

20 

35 

6 

43 



This is not an advantageous opening for White, but 
should he find himself in this position, his sixth move would 
be 13. 

Variation.— At his fourth move White could have 
played 35, instead of 19; to this Black should reply by 
playing 20; and White’s position is still unfavourable. 














REGULAR OPENINGS. 


19 


Opening No. 4. 

The first four moves as in Fig. 7. 


Position after Black’s 7th move. 



Move. 

Black. 

White. • 

3 

22 

35 

4 

43 

21, Var. 1 

5 

20 

19, Var. 2 

6 

27 

44 

7 

3° 



Fig. 12. 

This again is an unfavourable position for White; his 
best move now is 34. 

Variation i. Variation 2. 


Move. 

rli. 

Black. 

White. 

4 


19 

5 

27 

21 

6 

20 



Move. 

Black. 

White. 

5 


27 

6 

19 

44 

7 

45 



Neither of these is favourable for White ; in fact, 
Variation 2 will lead to disaster (see Fool’s Mate). 

Class II. —Diagonal Openings. 



19 

20 

21 

22 

27 

28 

29 

30 

35 

36 

37 

38 

43 

44 

45 

46 


Fig. 13. 


Fig. 14. 










































20 


RE VERSI. 


Fig. 13 shows the position of the board at the commence¬ 
ment of all the Diagonal Openings. 

Fig. 14 shows the notation used. 


Opening No. i. 


Position after White's 4 th move. 



Fig. 15. 


Move. 

Black. 

White. 

3 

21 

22 

4 

30 

20 

5 

19 Var. 1, 2, 3, 

38 

6 

44 Var. 4 

43 

7 

46 

45 


Here it will be seen that the beginner is forced out of 
the central square, and cannot by any means obtain both 
27 and 35—in other words, he cannot gain a move in the 
central square. When forced out Black should play 31 or 
52 . 

Variation i.— At fifth move Black might play 27, in¬ 
stead of 19 ; to which White replies as under :— 


Move. 

Black. 

White. 

5 

27 

38 

6 

46 a.b. 

45 

7 

44 

19 


(a.b.) At the sixth move Black might play 44 or 45, to 
either of which White should reply 19. 





















REGULAR OPENINGS. 


21 


Variation 2. — At the fifth move Black might play 43, 
nstead of 19. 


Move. 

Black. 

White. 

5 

43 

38 

6 

19 

27 

7 

35 

46 


When forced out of central square at eighth move Black’s 
best move is 31. 

Variation 3. —At the fifth move Black might have 
played 35, instead of 19, to which White would reply 38, 
Black 19, White 27. 

Variation 4.—At the sixth move Black might have 
played 46, instead of 44, to which White should leply 44. 

The result of each of these variations is unfavourable to 
Black. 


Opening No. 2. 


Position after White’s 5th move. 



Move. 

Black. 

White. 

3 

21 

22 

4 

35 

20 

5 

30 

38 


This is a bad position for Black. 


Fig. 16. 




















22 


RE VERS/. 


Opening No. 3. 


Move. 

Black. 

White. 

3 

21 

22 

4 

44 

20 

5 

30 

3 8 


This is no better for Black than the preceding opening. 


Opening No. 4. 


Move. 

Black. 

White 

3 

30 

22 

4 

21 

20 


In this opening, though the order of the moves is different, 
the resulting position is the same as in Opening No. 1. 
(page 20). 

Opening No. 5. 


Position after White’s 4th move. 






0 

O 

0 


O 

• 

• 


O 

• 




Fig. 17. 


Move. 

Black. 

White. 

3 

35 

43 

4 

44 

27 

5 

19, Var. 1, 2, 3 

45 

6 

30, Var. 4 

22 

7 

46 

38 


Black is again forced out of the central square; but if he 
play 52, his position is by no means a bad one. 

At his fifth move Black might have played 20, 21, or 22, 
instead of 19. These we will consider separately. 


























REGULAR OPENINGS. 


2 3 


Variation i. 


Move. 

Black. 

White. 

3 

35 

43 

4 

44 

27 

5 

20 

45 

6 

46 a.b. 

38 

7 

30 

19 


This variation leaves Black in a bad position. 

(a.b.) At his sixth move Black had two other moves,— 
namely, 30 and 38,—to either of which White replies 19, 
and they cannot be recommended. 

Variation No. 2. 


Move. 

Black. 

White. 

5 

22 

45 

6 

19 

20 

7 

21 

46 


This is by no means a bad position for Black, provided 
that at his eighth move he plays 26. 


Variation No. 3. 


Move. 

Black. 

White. 

5 

21 

45 

6 

_ 

19 

20 


This variation is not to be recommended, but Black on 
being forced out of central square should play 42. 

















RE VERS I. 


M 


Variation No. 4. 

Black might have played 46, instead of 30, at his sixth 
move; but White replies with 30, and Black does not 
improve his position. 

Opening No. 6. Opening No. 7. 


Move. 

Black. 

White. 

3 

35 

43 

4 

21 

27 

5 

44 

45 


Move. 

Black. 

White. 

3 

35 

43 

4 

30 

27 

5 

44 

45 


Neither of these openings will help Black to gain a move 
in the central square, and both leave him in a much worse 
position than he would be if he chose Opening No. 5. 
Consequently neither can be recommended. 

Opening No. 8. 


Position after White’s 5 th move. 



Move. 

Black. 

White. 

3 

30 

22 

4 

44 

38 

5 

21 

20 


Fig. 18. 

Opening No. 9. 


| Move. 

Black. 

White. 

3 

44 

43 

4 

35 

27 



































REGULAR OPENINGS. 


25 


It is unnecessary to give further moves in this opening, 
as it is in effect exactly similar to Opening No. 5. 

Opening 10. Opening ii. 


Move. 

Black. 

! White. 

3 

44 

43 

4 

21 

45 

5 

35 

27 


Move. 

Black. 

White. 

3 

44 

43 

4 

30 

45 

5 

35 

27 


Neither of these openings is of advantage to Black. 

Novices may at times be puzzled by openings giving a 
different appearance to what they are accustomed to do, 
owing to a variation in the position of the first four counters. 
If the following few rules for play in the “ central square ” 
be strictly followed, there need be little difficulty in play¬ 
ing correctly. 

Let us take Parallel Opening 1 as an example. 

1. Take a corner whenever you can. 

By this rule Black plays 22 and White 19. 

2. Play in order to get a corner next time. 

By this rule Black plays 27. White at fourth move plays 
35 to try and entrap Black (see Var. 1), but Black should 
remember he played 27 to get corner 46, and accordingly 
should take it. 

3. Play next to your own cornerman in preference to a 
cornerman of your opponent. 

By this rule White goes to 20 at fifth move. 

4. Deprive your opponent of a corner in prospect. 











26 


RE VERSI. 


This is not exemplified by the opening under discussion, 
but it is important. 

5. Do not prevent your opponent front playing the Diagonal 
Openings. 

We have seen these openings are disadvantageous to the 
first player ; therefore the second player should not by his 
first move prevent his opponent going wrong, by playing 
into a cell—a diagonal move away from an adverse counter 
— i.e. f if Black start with 28, White should not play 37; or 
if Black start with 36, White should not play 29. 

IRREGULAR OPENINGS. 

These openings are to be adopted by the second player 
at his sixth move, should he be playing either with a weak 
antagonist, or one who is thoroughly conversant with all 
the regular openings. 

We give three instances of these openings, and in the 
rest of them a player should be guided by two principles— 
firstly, to re-enter the central square as often as possible, 
and prevent the adversary doing so (whenever practicable); 
secondly, to keep as few men of his own colour on the 
outside of the game as possible. 

The first eleven moves are the 
same as Parallel Openings No. 1 ; 
but the second player (White) leaves 
the central square of his own accord 
at his sixth move, in preference to 
waiting to be forced out. 

The appearance of the central 
square, when White leaves it, is as 
in Fig. 19. 



Fig. 19. 










IRREGULAR OPENINGS. 


27 


White now plays 51, which is by no means a bad move 
on his part, as it forces Black out of the central square. 

Now it is Black’s turn to play, and he has the option of 
several moves—n, 12, 18, 26, and 34. 

Perhaps the best is 34. 


Opening No. i. 


Move. 

Black. 

White. 

7 

34 

44 Var. 1 . 

8 

21 

30 

9 

59 

42 


If Black play as given above, White will gain but little 
by choosing an irregular opening. Let White play 30 at 
the seventh move. 

Variation i. 


In both these variations White is in a far better position 
than in the original opening. 


Move. 

Black. 

White. 1 

7 

34 

• 

3° 

8 

38 A 

42 

9 

21 

44 


A. 


Move. 

Black. 

White. 

8 

21 

38 

9 

59 

44 




















23 


R EVE RSI. 


Opening No. 2 . 


Instead of playing 34 at his seventh move, let Black play 
11. 


Move 

Black. 

White. 

7 

II 


21 

8 

34 Var. 1, 2, 

3- 

44 

9 

13 


3 


Variation 2 . 


Move. 

Black. 

White. 

8 

26 

44 

9 

45 

3 


Variation, i. 


Move. 

Black. 

White. 

8 

12 

30 

9 

38 

4 


Variation 3 . 


Move. 

Black. 

White. 

8 

13 

44 

9 

26 

3 


Opening No. 3 . 

Instead of playing 34 or 11 at his seventh move, let 
Black play 26. 


It will be found that if Black adopt either of these last 
two openings White will find himself in a better position 
than he would have been had he remained in the central 
square as long as possible. 


Move. 

Black. 

White. 

7 

26 

21 

8 

44 Var. 1. 

30 

9 

38 

45 


Variation i. 


Move. 

Black. 

White. 

8 

34 

44 

9 

45 

25 ! 




























FOOLS MATE. 


29 


FOOLS MATE. 

Inexperienced players will frequently fall into a danger, 
against which it is our duty to warn them. To borrow a 
term from the phraseology of chess, we will call it “ Fool’s 
Mate.” 

We do not mean to insinuate that all players who fall 
into this error are foolish, as to a great extent we sympathise 
with them—firstly, because we ourselves, when learning the 
game, were once or twice mated in this manner; but 
principally because we feel that all writers on the game 
(ourselves included) are guilty to some extent of bringing 
our readers into the difficulty. 

To explain our meaning more clearly, the main feature 
of our advice to all players is, that they should have as few 
men as possible on the board, and should keep those which 
they have as much in the middle of the game as they can 
during the earlier stages of the game; and yet if they have 
only one man in the midst of their opponents, and are 
unable to play to the outside of the board, they are punished 
by the loss of the game. 

A very simple instance of this is shown in— 

Parallel Opening, No. 4, Var. 2 (see page 19). 


Move. 

Black. 

White. 

l 

28 

29 

2 

36 

37 

3 

22 

35 

4 

43 

21 

5 

20 

27 

6 

19 

44 

7 

45 










30 


R EVERS 1. 


After Black’s seventh move, the board is left as in the 
larger diagram below; and it will be seen that although 
White has several moves—namely, io, 12, 14, 26, 30, 42, 

46, and 52—yet 
Black can reply 
h 4, 7, 25, 31, 
49, 55, and 60 
respectively, and 
wipe all White’s 
counters off the 
board. 

This means the 
loss of the game 
to White, as 
neither side can 
play, and Black 
has more coun¬ 
ters on the board 
than White. 

Now, in order to get into this position, White must have 
made an error at his sixth move. It is true, in order to stay 
in the central square, he is reduced 
to playing 44, but to avoid losing 
the game he should play out of the 
centre, either to 26 or 34. 

In the introductory remarks upon 
openings, we referred to the rule, 
“ Keep as few of your own men on 
the outside of the game as pos¬ 
sible,” so as to curtail your oppo¬ 
nents moves. 

To bear this in mind is more conducive of success in the 
game of Reversi than nearly all the other rules put together. 



Fig. 21 . 



Fig. 20 . 

























FOOL'S MATE. 


3 i 


Of course it can be carried to excess, as has been shown in 
the case of Fool’s Mate. 

Its great effectiveness is seldom apparent before the end 
of the game, but it is continually working its way into the 
light, from the time one player has the option of seven 
moves and the other only six. 

It is, of course, modified by skill in gaining moves—as, for 
instance, suppose Black has a very great number of his 
counters facing two of the “ flanks,” and he gains a move in 
the skirmishes fought in the other two : White will have to 
play a move, and probably open two or more moves for 
Black in the other “ flanks,” where Black’s action before was 
excessively cramped. 

If, on the other hand, White, instead of Black, gain a 
move or moves in the “ flanks,” Black will be in a bad way, 
and will probably be forced to resign. 

Take the ac¬ 
companying ex¬ 
ample. Suppose 
it is Black’s turn 
to play, after 
being beaten in 
the “left flank.” 

His only moves 
are 31, 39, or 47. 

Let him choose 
39, to which 
White replies with 
42. Black now 
has the option of 
50 (a fatal move) 
or 51. Let him 
take 51, and examine the effect. 



• 

• 

• 

9 

9 

• 




• 

O 

O 

9 



• 

• 

9 

• 

0 

9 



• 

0 

O 

O 

O 

9 



• 

• 

• 

O 

0 

O 



• 


• 

• 

• 

• 



• 

















Fig. 22 . 




















32 


RE VERSI. 


Variation. 


Black. 

White. 

60 

6l 

52 

53 

62 

63 

54 

58 


Black. 

White. 

51 

59 

52, Var. 

60 

61 

62 

53 v 

54 


In neither of these skirmishes does Black gain a move, 
and in the first case is obliged to offer White a corner by 
playing 63 or 58, while in the latter Black is obliged to play 
50 and resign. 


TACTICS OF MIDDLE PLAY. 

We have to some extent broken the ground of this part 
of our subject when we discussed the advantage of curtail¬ 
ing the adversary’s moves as much as possible. 

First, let it be clearly understood what part of the board 
we are about to treat under this heading. 

Imagine the whole of the diagonals, and the central 
square of sixteen cells deleted from the chess board. 

There will remain four irregular-shaped, eight-sided figures, 
each containing ten cells, and marked in the notation dia¬ 
gram on page 10 as follows :— 

We have usedABCDE 
and A'B'C'D'E', as 
each pair is of the same 
value and similar in many 
respects. 

It is in these flanks 
that the principal fight of the game takes place. Firstly, 
because in each of them a move or moves may be lost or 
won; and secondly, because positions on the outside row 


A 

B 

C 

C 1 

B 1 

A 1 


D 

E 

E 1 

D 1 



Fig. 23 . 





















TACTICS OF MIDDLE PLAY. 


33 


may be obtained which are of immense importance to the 
ultimate result of the game. 

Each player should endeavour to place as many of his 
own counters as possible in each of these sections, and at the 
same time, not only stop his adversary from placing an equal 
or greater number of his counters, but also obtain as 
favourable a position for himself as he can ere the grand 
assault on the corners takes place. 

Two exceedingly important points in this game are thus 
to be considered ere a player can properly understand the 
tactics of the middle portion of it; namely, How to gain a 
move, and the value of positions on the outside row of the 
board. 


How to Gain a Move. 

This point has been already alluded to, in the play of the 
central square, and in discussing how to curtail your adver¬ 
sary’s moves (page 31), and any instances which may occur 
incidentally during the progress of this article will be 
noticed. 

With even players it will be found that the skirmishes 
will be frequently drawn as regards the number of moves, 
but the chief difference between the players will be in the 
position on the outside row— i.e., in the six cells marked 
ABC, C' B' A'. These positions will be treated at some 
length, but before doing so we wish to say a few words rela¬ 
tive to the advantage of having the first move. 

It was suggested to us a short time back, by a very 
thoughtful player, that possibly some advantage accrued to 
the one who had the first move in a “ flank,” in the same 
way that the first player could always obtain an advantage 
in the central square. 

We gave this a good deal of thought and tried a series of 

c 



34 


RE VERSI. 


games with a view of testing the truth of this surmise. We 
have come to the conclusion—not, however, without con¬ 
siderable hesitation—that this is not the case. The reasons 
probably are : firstly, because the player who makes the first 
move must of necessity play into the penultimate row, 
giving thereby his adversary an opportunity of taking up at 
will a position in the outside row; and secondly, because 
there is no one or more cells in the outside row which ex¬ 
actly correspond to the corners of the central square, which 
we have already seen are the keystones of the play in that 
square and possess considerable value. 

It is quite clear that primarily it matters not whether you 
play into cell B or B', or into C or C', and B cannot be 
said to be intrinsically more valuable than C, or C than B; 

but the effect on 
other parts of the 
board must be 
taken into con¬ 
sideration before 
deciding about 
going into either 
of them. Playing 
to B is more liable 
to turn the outside 
of the game into 
your own colour; 
and if you play 
to C, your position 
is more open to 
attack, and may 
even render you 
liable to lose a move. Let us illustrate our meaning by a 
diagram (Fig. 24). 




B 

C 

c' 

B' 

A' 




0 

O 

e' 

D' 





0 

0 

0 

© 





0 

0 

0 

O 





0 

• 

0 

© 





© 

O 

© 

9 




















Fig. 24. 



















TACTICS OF MIDDLE PLAY. 


35 


Here Black (whose turn it is to play) can go to B or C in 
the top “ flank.” 

If he play to B, he turns too many of the counters to his 
own colour; and if he play to C, he allows White to go to E' 
with impunity, as White knows Black will refrain from going 
to C', for fear of losing a move. Hence Black gains 
nothing by playing C. 

We have just stated that Black might lose a move if he 
went to C' in reply to White’s move of E'. 

Place the men as in Fig. 24, and let Black play C, 
White E', Black C', White B', Black A' and White D', 
and the board will appear as in Fig. 25. 



or five out of the eight moves played in this top section— 
or, in other words, White gains two moves. Let us now see 
if Black’s position possesses any advantage counterbalancing 
this loss. 


















36 


RE VERSI. 


Black, it is true, can at will play into cell B, but he will 
err if he do so, as will be seen when the value of Outside 
Row Positions comes to be discussed. Suppose Black 
wisely'refrains from playing B, and makes some other move. 
White now must be most careful to avoid reversing 43, or 
it will enable Black to play B and then A, thereby equaliz¬ 
ing the moves, and likewise obtaining Outside Position 
No. 1, which is far less disadvantageous than the one he 
would have obtained had he played B. 

Positiofis on the Outside Row. 

It would be possible to arrange these positions in a great 
many ways, but we think the most convenient arrangement 
will be to put them in three classes. 

Class 1.—Those that are good or bad for the person 
having the greater number of his counters in the row. 

Class 2.—Those in which neither player has the advan¬ 
tage. 

Class 3.—Miscellaneous. 

Out of the eighteen different positions given below, the 
majority are disadvantageous to the possessor of the greater 
number of counters; but we are not prepared to say that 
for this reason a player should allow his adversary to get 
these positions on all occasions. 

What may be said, however, is, that the adversary should 
be allowed to take them, if it do not entail a loss of a 
move. 

Class 1 .—Good Position. 

This is favourable 
to Black for several 
reasons. Firstly, be¬ 
cause it can be 
changed into the next position (Fig. 27), if Black sees fit 


Fig. 26. 












TACTICS OF MIDDLE PLAY. 


37 


to play B'; secondly, it may give Black an extra move, 
should he be able to get to A; and thirdly, because with 
a favourable diagonal it may enable Black to obtain 
a corner. (See Final Play, page 52.) White should have 
refrained from going to A', unless he was greatly at a loss 
for a move; and should have played B' instead, which would 
have compelled Black either to get into the worst position 
possible or to allow White to gain two moves at the expense 
of that very position. 


Class 1.— Conditionally a Good Position. 

If Black “ has the 
move ” {i.e., if he 
occupy that posi¬ 
tion on the board 
which will eventually enable him to force his opponent 
into a confined situation), this is advantageous, because if 
he obtain either corner he will make seven of his men 
safe. On the other hand, if White have the move, it is 
highly dangerous for Black. 


Fig. 27 . 


Class 1.— Very Bad Position. 

This is an exceed¬ 
ingly dangerous po¬ 
sition, even to the 
player having the 
move, as it allows the adversary to offer the left-hand corner 
with impunity, and opens its possessor to attack in other 
ways. 

Class 1 .—Bad Position No. 1. 


Fig. 28 . 



Fig. 29 . 



























38 


RE VERSI. 


Class i .—Bad Position No. 2. 


0 

• 


0 


© 


Class 1.— 

Fig. 30. 

-Bad Position No 3. 

• 

_J_ 


0 


0 




Fig. 31. 

All these positions are bad, as they allow White to change 
them at will, when he wants to alter the character of the 
diagonals (see Final Play, page 49), and desires them to 
assume other shapes which he thinks advantageous to 
himself. 

Class i. —Bad Position No. 4. 



• 

• 


• 

0 



Class 

Fig. 32. 

1. —Bad Position No. 5. 



0 

• 

• 


• 


Fig. 33. 

Class i. —Bad Position No 6. 



0 


• 

• 

• 



Fig. 34. 

The three above positions are bad for Black for two 
reasons—firstly, because they are left to White to change, 
if he wish to alter the character of the diagonals; and, 











































TACTICS OF MIDDLE PLAY. 


39 


secondly, because with the help of a favourable diagonal 
either of them may enable White to obtain a corner (see 
Final Play, page 52). 

Class i. —Bad Position No. 7. 

This is bad, be¬ 
cause if Black ob¬ 
tain either corner at 
the end of the line 
White will play into A or A', as the case may be. The 
position is good for White, whether he has the move or not. 


Fig. 35. 


Class 2.— Equal Position 1. 




• 

0 

• 

•. 



Fig. 36. 

Class 2.— Equal Position 2. 



• 

0 

0 

• 




Fig. 37. 


These are very equal when they come to be analysed. 
If any advantage lie with either player, it is with White, as 
he may be able to save a few counters in the final contest 
for the corners. 


Class 2.— Equal Position 3. 



Fig. 38. 

This is also equal, but the outside row will seldom be 
left in this state. 



































40 


RE VERSI. 


Class 2. —Conditionally Equal 1. 



0 


• 

• 

• 

• 





Fig. 39. 




Class 2. — Conditionally Equal 2. 


0 

0 


• 

• 

• 


Fig. 40. 


These are equal, provided both players can play into 
the vacant cell, if circumstances render such play necessary. 
That is to say, No. 1 is equal if both players can go to B ; 
but if one player only can play into that cell, the position 
is immensely in his favour. 

The next class of Positions are those in which each player 
has two counters on the outside line. 

Class 3. —Miscellaneous Position 1. 

This is advanta¬ 
geous to White, as 
any alteration lies 
with him, and it 
may be used by him, with the aid of a favourable diagonal, 
to gain a corner (see Final Play, page 52). 

In this case Black should have refrained from going to 
A,' unless very much pressed for a move, and should have 
played B\ 

Class 3. —Miscellaneous Position 2. 

This is a favour¬ 
able position for 
White, if he be able 
to play C' ’ } and it 



Fig. 41. 


Fig. 42. 




































TACTICS OF MIDDLE PLAY. 


4 


resembles Fig. 41 also in its power of obtaining a corner, 
when used with a favourable diagonal. 


Class 3 .—Miscellaneous Position 3. 

White has a very 
good position, as he 
can change the cha¬ 
racter of the diago¬ 
nals ; and if he have the move, and be likely to force his 
opponent to offer him a corner, he will be able to change 
the position into Fig. 27. 


Fig. 43. 


Double Outside Row , Positions Nos. 1 and 2. 

We have al¬ 
ready considered 
the value of Out¬ 
side Row Posi¬ 
tions taken sing¬ 
ly. Now let us 
examine a few of 
them, to see if 
they vary at all 
when used to¬ 
gether. Let us 
take the left-hand 
position and the 
top position to¬ 
gether (leaving 
out the other two 
altogether), and it will be evident that the top position is 
not nearly so dangerous when coupled with the position 



Fig. 44. 




























42 


REVERS1. 


on the left-hand as it is by itself. And again, if we take 
the right-hand position and bottom position together (leav¬ 
ing out the two already discussed), we see they are not so 
dangerous to their possessor as when single. 

The player who is being forced will be able to compel 
his adversary to take the bottom right-hand corner, and will 
probably gain a move, but he will be unable to derive such 
advantage from either of these very bad positions as he 
would if they were single. 

Double Outside Row , Positions Nos. 3 and 4. 

The top posi¬ 
tion and the left- 
hand position 
taken together 
are safe, and con¬ 
siderably better 
for their posses¬ 
sor than when 
single. White 
may go to cell 
10, and offer 
Black the corner, 
but he will gain 
but li'ttle by do¬ 
ing so. 

The two posi¬ 
tions shown on the right hand and at the bottom of the above 
diagram (Fig. 45) to a very great extent neutralize each other, 
and neither player can be said to have much advantage, 
although the one who is being forced may gain a move 
if he can go to 24. If Black be unable to go to 24, he will 




• 

9 

9 

• 










• 

• 








• 







• 

• 







• 

• 







O 










0 

0 

O 

O 

O 




Fig. 45. 





















TACTICS OF MIDDLE PLAY. 


43 


lose a move. The moves on each side will probably be 
—Black 55, White 64, Black 63, White 56, Black 57, White 
24 and 8. 

It is stated in our general rules that “ you should never 
take A or A' in a blank outside row.” The attack on such 
play is obvious, but our article would not be complete if we 
did not notice it more in detail. We accordingly give the 
three methods. 

Suppose Black plays A : White can attack this position 
either by playing B' and then C, or by playing C and then 
B', or by playing C'. 

Firstly. Let Black 
play A; White replies 
B', which he can 
follow up with C 
and B, without Black being able to defend himself. 

If Black play B, White’s move of C will eventually win 
the corner. 

If Black play C, White’s move of B will eventually win 
the corner. 

If Black play C', White’s move of B will eventually win 
the corner. 

Secondly. If White cannot attack Black by going to B', 
let him reply with C; then if Black be able to play B' he 
escapes the danger; but White’s move of B forces him into 
a bad position on the outside row. 

Thirdly. If Black 
play A, White may 
reply C'; . and if 
Black do not play 
B or C, through ignorance of his danger or from inability 
to do so, White plays B, and obtains a corner. 

You should make every move with a definite object— 


Fig. 47. 


Fig. 46. 




















44 


R EVE RSI. 


either to open a fresh move for yourself or to deprive your 
opponent of one. A move, however, may be often opened 
to your adversary which, should he take it, will damage his 
position. 

Here Black should play 14, although it opens 7 to White ; 

because if White 
take it, he da¬ 
mages his posi¬ 
tion on the out¬ 
side row by 
changing a good 
position into an 
equal one. If 
Black do not 
play 14, White 
will do so, there¬ 
by gaining a 
move and at the 
same time retain¬ 
ing his good 
position. 

It is generally 

wrong to go into a blank outside row by a diagonal move, 
as it for the most part opens a move to your adversary. At 
times, however, it is useful to do so, in order to turn a row 
of your own counters in the midst of a cluster belonging 
to your opponent. 

You should be ready to forfeit a move rather than get in 
a very bad position; but it is frequently a difficult question 
to decide what to do when your opponent gives you an 
option between losing a move or taking up an ordinary bad 
position. This must be left to individual discretion ; but the 
safest plan is not to put yourself into such a position that a 



Fig. 48. 




















TACTICS OF FINAL PLAY. 


45 


move of your adversary is able to place you in such a 
dilemma. 


TACTICS OF FINAL PLAY. 

We have now considered, more or less, in detail both the 
tactics of Early and Middle Play, and the finish of the game 
only remains to be discussed. When the central square is 
completely filled up, and the “ flanks ” are in such a state 
that one player at least cannot play into them without offer¬ 
ing his opponent a corner, then Final Play commences. We 
will suppose that the board assumes some such appearance 
as in Fig. 49. 

Most theorists 
would analyse the 
board thus: Black 
has the better 
game, as, al¬ 
though the dia¬ 
gonals are ad¬ 
verse to him, con¬ 
sidering that he 
is being forced, 
yet White has a 
very bad position 
on the outside 
row on the left 
hand of the 
board. Conse¬ 
quently Black 
should attack White by playing 58. Let Black do so, and 
see the result. 


Black to Play and Win. 



0 

0 

0 

0 

0 

0 


0 


• 

0 

0 

• 


• 

0 

• 

0 

® 

• 

• 

0 

• 

0 

0 

0 

• 

6 

• 

• 

• 

0 

0 

• 

0 

0 

• 

0 

• 

0 

0 

• 

• 

0 

0 

• 

• 



0 

0 

• 

• 


• 



0 

0 

0 

0 




Fig. 49. 



















46 


RE VERSI. 


Move. 

Black. 

White. 

! 

58 

57 

2 

49 

50 

3 

1 

10 

4 

8 , Var. 

*5 

5 

55 

64 

6 

63 

A Draw. 


Variation. 


Move 

Black. 

White. 

4 

55 

64 

5 

8 

15 

6 

63 

A Draw. 


Oddly enough Black is able to win, if he give up to his 
opponent the very line in which that opponent appears 
weakest. This is certainly very anomalous; but that very 
circumstance will render it interesting. 


Variation. 


Move. 

Black. 

White. 




4 


IO 

5 

6 

Ln 

00 

50 


Move. 

Black. 

White. 

! 

49 

57 

2 

55 

64 

3 

63 

8 

4 

i5 

50 , Var. 

5 

58 

10 

6 

1 



Result—Black 33, White 31. Result—Black 33, White 31. 

The best move for Black, however, is neither 58, nor 49, 
but 55, although it gives White the outside row on the right 
hand of the board. “To have the move ” at this stage of 
the game is of more importance than at any other, and in 
this case Black apparently has not the move; consequently 
he wants to obtain it, if possible. Now if a player is being 




















DIAGONALS. 


47 


forced at the end of the game, the best place to gain a 
move is in that corner in which there are three empty cells, 
rather than in those where there are two or four empty 
ones. 


Move. 

Black. 

White. 

Move. 

Black. 

White. 

Move. 

Black. 

White. 

! 

55 

64 

j 

55 

64 

I 

55 

64 

2 

63 

50 

2 

63 

8 

2 

63 

8 

3 

57 

58 

3 

15 

50 

3 

15 

IO 

4 

49 

8 

4 

57: 

58 

4 


50 

5 

15 

10 

5 

49 

IO 

5 

49 

58 

6 

1 


6 

1 


6 

57 



If the game be finished in either of these three ways, it 
will be found that Black has from six to eight more men 
on the board than his opponent. 


DIAGONALS. 

It is exceedingly mportant to a player to have the 
diagonals favourable to himself. By “ diagonals ” we mean 
the four middle cells of the two diagonals of the board 
marked in notation diagram at the commencement of this 
article 19, 28, 37, and 46 ; and 22, 29, 36, and 43. Sup¬ 
pose all the cells have been filled except those marked 
Good and Bad, it would be a gain of a move to the player 
who had a diagonal completely of his own men, because he 
could play into either of the two cells marked “ Bad ” at 
either end of such a diagonal without offering a corner to 
the adversary. 


















4 8 


RE VERSI. 


NOS. I AND 2. 

This diagram 
shows two “dia¬ 
gonals” — one 
favourable to 
White and the 
other to Black. 
Should the diago¬ 
nals be in this 
condition, and 
come together in 
a game, they 
would in all pro¬ 
bability neutralize 
one another, and 
result in the be¬ 
nefit of the player 
‘ having the move.” 
Now we have explained to our readers what “ diagonals ” 
are in a Reversi sense, it is only necessary to give the 
central square to show the different kinds. 











BAD 





BAD 




O 



• 






O 

• 







• 

O 






• 



O 




BAD 





BAD 











Tig. 50. 


3 AND 4. 5 AND 6. 



Fig. 51. 


Fig. 52. 
































DIAGONALS. 


49 


7 AND 8. 9 AND IO. 



3, 4) 5 ) 6, 7 are all favourable to the player having the 
move, as his opponent is unable to play into a “ Bad ” cell 
without offering a corner. 

8, 9, io, on the other hand, are favourable to the person 
being forced, unless the player having the move is able to 
anticipate him and utilize them himself without danger. 

The values of these different diagonals vary greatly, and 
depend wholly upon whether you are forcing or being 
forced. It is therefore essentially advantageous to be able 
to alter their character as late in the game as possible and 
according to the player’s necessities. This privilege for the 
most part belongs to that player who has the command of 
one of the outside row positions, already mentioned as 
likely to affect this purpose, which it may be convenient to 
recapitulate here. They are Class i, Good Position ; Class 
i, Bad Position; Nos. i, 2, 3, 4, 5, 6 ; Class 2, Equal No. 
3, and Class 3, Miscellaneous 1, 2, 3. 

For example : Let it be Black’s turn to play with the 
board, as in the accompanying diagram. Both diagonals 
being adverse to Black, he would be forced into a bad cell 
had he not the command of the outside row on the left 
hand of the board, which enables him to turn one diagonal 

D 


















50 


RE VERST. 


into a favourable one for himself. Black accordingly plays 

25 (reversing 26, 
27, 28), to which 
White replies with 
41 (reversing 25, 
33 j 34, and 42). 
Now Black plays 
55 (reversing 47) 
in safety, and ob¬ 
tains “ the move.” 
White is obliged 
to play into a bad 
cell each move, 
which gives Black 
each of the four 
corners and the 
Fig. 55. game. 

This will tend to show what a great part the aspect of the 
diagonals may play in determining the result of the game, 
and how important it is to have them to suit your position 
in the game—/.<?., to have them in your favour—if you have 
not the move, and adverse to your opponent if you are 
forcing him. 

It shows also that you ought to force your adversary as 
early in the game as you can, in order that he may allow 
you to obtain the command of one of these outside row 
positions, which so evidently are capable of protecting you, 
should you by carelessness or want of skill lose the move 
in the later stage of the game. 

It is not to be understood that all these positions are 
capable of allowing you to alter a diagonal, but in very 
many cases they will do so, and when they do not they 
often hamper considerably the adversary’s game. 




















DIAGONALS. 


5i 


Another point decidedly worthy of attention is one which 
though difficult of description, will be readily understood 
by the aid of Fig 56. 

Suppose it is 
Black’s move. 

He sees his only 
chance is to play 
55 (reversing 47), 
and he thinks he 
can do so safely, 
as he can attack 
White’s bad posi¬ 
tion on the right- 
hand outside row, 
even if White 
should gain the 
bottom right- 
hand corner. 

But, to his hor¬ 
ror and dismay, White plays 56 (reversing 29, 38, 47), and 
changes a very bad position into one favourable to the 
person having the move, who in this case is White him¬ 
self. Black is now obliged at each move to go into a bad 
cell, and must lose. 

The reason of this sudden turn of the tables is that White 
had his very bad position guarded by Black having com¬ 
plete possession of cells 51, 52, 53, 54; if either 51, 52, or 
53 had been white, and 54 black, White must have been 
defeated, because he could not have played 56 without re¬ 
versing 55, which would have given Black the bottom right- 
hand corner. 

We will now give a method of gaining a corner, which 
often totally upsets the calculations of the player who has 



• 

• 

• 

• 

• 

• 


0 


• 

• 

0 

• 


0 

0 

e 

\ 

0 

0 

0 

0 

0 

0 

• 

• 

\ 

• 

\ 

/ 

• 

/ 

• 

0 

0 

0 

6 

• 

/ 

0 

/ 

\ 

• 

• 

0 

0 

0 

\ 

0 

\ 

• 

0 

\ 

• 

0 

0 

0 

/ 

• 

• 

• 

• 




• 

• 

• 

• 

• 

• 



Fig. 56. 



















52 


RE VERSI. 


the move, and is one of the most effective coups known at 
Reversi. It may occur at any part of the game, but players 
generally resort to it in the later stages, when they have had 
time to prepare the board to suit their own convenience 
after they have brought off the coup. 

The coup consists of first gaining command of one of the 
following outside row positions, which, with the aid of a 
favourable diagonal, can oblige an adversary to lose a 
corner. 

The positions are six in number, and are as follows :— 






















































DIAGONALS. 


53 


We stated above that this coup may upset the calculations 
of the player •“ having the move,” and also that it may occur 
early in the game. Let us exemplify this (Fig. 58). 

Suppose it is 
Black’s turn to 
play, and he sees 
that White is 
being forced. In 
order to still 
further curtail 
his opponent’s 
moves, he plays 
16 (reversing 23). 

White now sees 
his opportunity 
of considerably 
ameliorating his 
condition, and 
even possibly of 
winning the 
game, by playing 55 (reversing 46). Black, in reply, plays 
51, or some other move, to obtain corner 64. White next 
plays 40 ; to which Black dare not reply with 56, as by so 
doing he opens corner 64 to White, and, if he refrain, 
White gains corner 8. 

By means of this coup , therefore, it is evident White gains 
a corner and forces Black to open the game for him. Had 
White been less forced than he was, as shown in the above 
diagram, he would probably, before showing his teeth, 
have obtained a long row of Black’s men on the top out¬ 
side row, which he could have utilized for his own benefit 
on gaining corner 8. 

In conclusion, we give a summary of the main objects 







© 








© 





0 

0 

0 

O 

O 

© 



0 

0 

© 

© 

9 

9 



. 0 

0 

0 

© 

& 




0 

0 

© 

© 

O 

O 






9 








• 




Fig. 58. 


















54 


RE VERSI. 


that a player should aim at attaining in a game of Re- 
versi. 

Firstly .—He should know the openings by heart. 

Secofidly .—He should keep, as few men of his own colour 
as possible on the outside of the game, and thereby eventu¬ 
ally obtain the move. 

Thirdly .—He should be able to retain the move when 
obtained. 

Fourthly .—He should avoid getting into the very bad 
position (see page 37), or allowing the adversary to obtain the 
command of either of the two kinds of outside row positions 
just enumerated; namely, those which can be used to change 
diagonals, or those which, with the aid of a favourable 
diagonal, can win a corner. 

Fifthly .—He should keep the diagonals favourable to him¬ 
self, whether he is being forced or is forcing. 


GENERAL RULES FOR PLAY. 

1. Whether, having won the toss, you should begin or 
not must be left for decision to each player’s individual 
judgment. But see arguments on this subject (page 10). 

2. Always take a move which is also open to your adver¬ 
sary ; and, on the other hand, refrain from playing into a cell 
which is only open to yourself. 

3. Keep as few of your own men on the outside of the 
game as possible. 

4. Make every move with a definite object—either to open 
a fresh one for yourself or to deprive your adversary of 
one. 

5. A move may sometimes be opened to your adversary 



GENERAL RULES FOR PLAY . 


55 


which, should he take, will damage his position. For 
illustration of this see page 44. 

6. When you have taken up a position on the outside row 
and your opponent plays into the cell next to you, you 
should, as a general rule, at once capture his counter, unless, 
of course, you see it is particularly disadvantageous to do so. 
To refrain from thus capturing an opponent’s man generally 
results in the loss of a move. 

7. You may play safely into a cell next to one of your 
own men, or next but two to one of your own men, or you 
may play into a cell next but one to an adversary’s 
counter. 

8. Avoid playing into both C and C' cells in a vacant 
outside row of the board, because it often renders you liable 
to lose a move. This is an exception to Rule 7. 

9. Offer C or C' to your opponent in preference to B or 
B'; in other words, play E or E' in the penultimate row 
rather than D or D\ 

10. A or A' should never be taken in a blank outside row 
(see page 43). 

11. A or A' should never be taken, even if'you are in 
possession of B or C', or of B' or C respectively. Neglect 
of these last two rules will frequently result in the loss of a 
corner. 

12. At the close of a game the best place for a player 
who is being forced to look for an opportunity of gaining a 
move is in that corner in which there are three empty cells, 
rather than in those where there are two or four empty 
ones. 



56 


RE VERSI. 


LAWS OF THE GAME. 

1. The choice of first lead is determined by tossing, or 
any other means mutually agreed upon. 

2. The loser of the toss has the option of choosing which 
coloured counters he will play with. 

3. In the second game the loser of the toss has choice of 
lead, whether his opponent in the opening game elected to 
begin or not, and in every subsequent game each player has 

• the choice of lead alternately. 

4. If a player whose turn it is to play lay his counter 
down in an unoccupied cell and reverse one or more of his 
adversary’s counters, he is obliged to play the move which 
he has commenced, and must reverse all his adversary’s 
counters that are en prise. 

5. If a player be entitled to reverse several men and fail 
to reverse them all, he is unable to rectify his error after 
his adversary has commenced his next move, except with 
the sanction of the adversary. 

6. If a player neglect to reverse any man which he is 
entitled to reverse, his opponent may compel him to do so, 
or may allow the move to stand good. 

7. If a player compel his adversary to reverse any one or 
more counters, the adversary is entitled to have all reversed 
which were en prise. 

8. A player who is entitled (under Law 6) to compel his 
adversary to reverse one or more counters forfeits his 
right if he commence to play without exacting it. 

9. If a player make a false or an illegal move and reverse 
counters which he is not entitled to reverse, the adversary 
may require the error to be rectified, or he may allow the 
false move to stand good. 



LAWS OF THE GAME. 


57 


io. If a player reverse one or more of his own men, the 
opponent shall have the option whether it or they shall be 
replaced or allowed to remain as played. If more than one 
man be reversed in error, they must all be replaced or left 
as placed in error. 

n. Should a player, when it is his turn to play, be 
unable to move, his turn shall be postponed and his op¬ 
ponent entitled to proceed. 

12. If one player have several counters left when his 
opponent has exhausted all his thirty-two, the former may 
play as many moves in succession as he can play in ac¬ 
cordance with the rules of the game ; but in no case can he 
exceed his thirty-two moves, except in a handicap. 

13. In the case of a handicap, when one player plays 
with thirty-one or any other smaller number of counters, to 
his adversary’s thirty-three or more counters, Rules 11, 12, 
and 13 will hold good, except that no player can exceed the 
counters given him at the start. That is to say, if one player 
start with thirty counters to his adversary’s thirty-four, he 
will not be able to exceed thirty moves under any circum¬ 
stances, but his adversary can play thirty-four, provided he 
can do so according to the laws of the game. 

14. When neither player can move, although both of 
them may have a counter or counters in hand; or, when 
one player has played all his thirty-two counters and his 
adversary is unable to move, although he has one or more 
counters in hand, it is a block, and the game is over. 

15. No onlooker shall be allowed to notice any error that 
may have been made or give any hint whatever about the 
game to either player. 



ROYAL REVERSI. 


This, the latest development of the game of Reversi, may 
be played either by two persons, or as a round game, by 
three, four, five or six persons. 

A specially designed board, and a box of cubes, having 



Fig. i. 


their sides distinguished by different colours are all the 
paraphernalia requisite for the game. 

We will first describe this game as played by two persons. 
Each player selects a colour and takes thirty cubes. The 
remaining or sixty-first cube is placed in the centre of the 
board, on the spot marked black in the diagram above. 

58 



ROYAL REVERSI. 


59 


Now, suppose the two players select Red and Yellow, 
and the former wins the choice of beginning (by tossing or 
any other means previously agreed upon). 

The leader turns the central cube or “ Jack ” with his 
own colour uppermost, and places his first cube on the 
spot marked i in the diagram, his opponent continues 
by placing his cube on spot 2. In like manner the leader 
covers spot 3, and his opponent spot 4. 

The board having now been dressed, the game com¬ 
mences. Play is no longer controlled by the numbers 
marked on the board, but the principle of Reversi comes in. 

The original leader places a cube next to one belonging 
to his opponent, and in such a position as to include one or 
more adverse men in a continuous row between two of his 
own men. This entitles him to take the intermediate cube 
or cubes, and reverse it or them to his own colour. On 
the completion of his move his opponent plays in the same 
manner, likewise reversing all captured cubes. 

A glance at the board will show that the rows radiate in 
various directions from every position, and consequently the 
placing of a cube may enable its owner to capture several 
rows of adverse counters at the same time. 

This game differs from Reversi, in that although a player 
must always reverse at least one cube each time he plays, 
yet he is not obliged to reverse all the rows to which his 
move entitles him; but if he reverses a cube of any row, 
it is obligatory on him to reverse the whole row. 

Should he be unable to reverse any single cube his turn 
is postponed and his opponent proceeds. 

It sometimes happens, more especially when there are 
more than two players, that during the play the cubes of 
one player are all reversed, so that he has no representative 
of his own colour remaining on the board. In this event 
he is not fool's-mated, but is entitled, when his turn to play 




6o 


RE VERS I. 


arrives, to claim “ Jack,” and turn it to his own colour, no 
matter to whom it may belong. 

This will probably enable him to play a- cube and to 
reverse others, in accordance with the rule already laid 
down on this point. But should even this privilege not 
give him a move, Jack remains his until again reversed, 
and the game proceeds. 

On his turn coming round again, he may once more 
claim Jack and place a cube if able. 

During the game the players take and retake each other’s 
cubes in various directions along any of the straight lines 
as shown in the diagram. 

Play is thus continued in the manner described until the 
board is completely covered, or until no player is able to 
place a cube according to rule. 

The player who has the higher number of cubes of his 
own colour wins the game. 

When three persons desire to play, they first decide 
upon their respective colours, and the order in which they 
intend to play throughout the game. They next take 
twenty cubes each, and the leader turns Jack to his own 
colour and places him on the central spot, and one of his 
own cubes on spot i. The second player places a cube on 
spot 2, and the last on spot 3, and so on alternately until 
4, 5, 6 are all covered, and each player has two cubes on 
the board. The game then proceeds, in detail the same as 
with two players. 

It will be found in this as well as in the game wherein 
five players join, that there are frequent complaints of 
favouritism being shown to one player. No notice need be 
taken of this, as each should play the best for his own 
interest, which generally is identical with injuring the player 
who he thinks is in the best position. 

When the game is played by four or six persons, each 



ROYAL RE VERS 1. 


61 


should take fifteen or ten cubes respectively, and they may 
either play separately or in partnership, or make two sides, 
two and two, or three and three, as the case may be. The 
third alternative is to be recommended. 

When five persons desire to play, they each take twelve 
cubes and play all against all. 

However many join in a game, the board is dressed by 
each player placing two cubes on the numbered spots in 
numerical order; the method of play, etc., is identical with 
that used by two players. 

Varieties. 

A shorter game, adopting the same rules, may be played 
by omitting the four outer rows of the board—leaving a 
simple square of seven each way, and using only forty-nine 
cubes. In this two, three, four or six persons can join. 

Or again, a game requiring only a box of cubes can be 
played on an ordinary chessboard. 

We cannot recommend either of these two varieties. 
Should a, variety be really desired, there is one which in 
our opinion is preferable even to Reversi itself, that is to 
play Reversi on a Royal Reversi board, keeping to the 
Royal Reversi rules so far as Jack and the placing of the 
first four counters are concerned. 

Royal Reversi is decidedly a good round game, and 
requires nearly as much science as the parent game, over 
which it has the advantage of being played on a board 
peculiarly adapted to call forth skill, owing to its possessing 
so many corners, which multiply the positions to be won 
or lost. The rule allowing a player to reverse one or more 
instead of all the rows to which his move entitles him, 
makes an agreeable change, and is not without its advan¬ 
tages, although in our estimation it* is not quite so scientific 
as the rule which holds good in Reversi. 



GO BANG. 


The game of Go Bang, like so many of our games, is of 
Japanese origin. Its importation into England was due to 
some gentlemen who were travelling in Japan in the 
summer of 1873. Mr. Cremer, junior, however, introduced 
it to the public, and recommended it “ as a winter and 
summer pastime, intellectually as exhilarating as Chess, 
and in its method very superior to Draughts.” 

It is stated to be an especial favourite among the aris¬ 
tocratic classes in Japan, and this is by no means slight 
praise, if we may judge of the Japanese intellectual tastes 
by the games which have had their origin amongst them. 

The scheme of no game we are familiar with, is simpler 
than the scheme of this, and yet capabilities of no mean 
order are required for playing it well. 

DESCRIPTION OF THE JAPANESE GAME. 

To play this game a board and counters are requisite. 

The board should be square and of some uniform colour; 
French grey or a light blue is the pleasantest to play on. It 
should be divided in 361 little squares, i.e., 19 on each side. 
To assist the eye it is also convenient if faint lines be 
drawn diagonally across each of the squares. 

The counters may be made of ivory, bone, or cardboard, 

63 


JAPANESE GAME. 


63 


and should be of such a size that they can rest on the 
squares without overlapping their sides. The counters used 
by the different players must be of distinctive colours, 
black and red, green and yellow, or the like. 

The Japanese method is not to place the counters on the 
small squares, but on the points of junction of the lines; 
in England, however, we have not adopted this plan, but 
place the counters on the squares. This does not alter 
the game in any way, because we have increased the size of 
the board from 324 to 361 squares. 

The game is generally played by two persons. The lead, 
which it is an advantage to have, is determined by tossing 
or some other method agreed upon by the players. 

The player who commences, places one of his counters 
in any square he chooses. The second player then plays 
one of his counters in any unoccupied square, and the 
players continue thus to play alternately, until one or other 
succeeds in obtaining five counters of his own colour in a 
consecutive row, straight or diagonal, when he wins the 
game. 

In a series of games the players lead alternately. 

No counter is moved after being placed on a square, nor 
is there any taking. Thus the game is simplicity itself, as 
far as the rules are concerned. The only rule that need 
be noticed, is, that no player shall be allowed to alter a 
counter, when once he has placed it in a square and quitted 
it, i.e.y taken his hand away from it. 

It is quite possible that two players may be so equal that 
the whole board is covered before either of them obtains a 
winning position, but as a general rule, the game is won 
when from 40 to 50 counters have been played on either 
side. 



64 


GO BANG. 


ILLUSTRATIVE GAME. 

In this diagram we only show sufficient of the board to 
illustrate the game. 



Fig. i. 


Move. 

Black. 

White. 

! 

f 4 

F5 

2 

G5 

G4 

3 

G3 

H5 

4 

e 3 

H6 

5 

h 4 

H 3 

6 

E6 

E5* 

7 

d 4 

F2* 

8 

E>5 

d 3 * 

9 

1)6 

F6* 

10 

C 4 

F7 

11 

G6* 



It will be noticed that Black 
from the 6th to 9th move is 
trying to entrap White, who 
sees through his game and 
defeats it. At nth move 
Black has to defend himself. 


Means the move is forced. 






















TACTICS OF THE GAME. 


65 


TACTICS OF THE GAME. 

1. Suppose the game is commenced by the first player 
playing a counter 
on a square 
somewhere in 
the middle of the 
board, and his 
opponent placing 
his man on an 
adjoining square. 

The first player 
should now begin 
a row on a dia¬ 
gonal line contiguous to his first man, and in future placings 
he should continue this diagonal line as long as possible, 
and afterwards fill in the perpendicular and horizontal rows. 

2. The above position gives Black a strong attack, and 
players should attempt to obtain this and other converging 
and intersecting lines with open ends, because they often 
lead to powerful, if not vanning situations. 

3. What a player should more particularly play for are 
lines of three men with an unoccupied square at either 
end. These, if not at once stopped by the adversary, be¬ 
come winning positions, as by the next move their pos¬ 
sessor is able to make them into lines of four men with an 
unoccupied square at either end, and then it is quite evident 
he must win at his next move. 

Thus, if Black 
obtain such a posi¬ 
tion as here shown, 

White must place a 
counter in square B 


B C D E F G H 


• • 



Fig. 2. 


Fig. 3 . 























66 


GO BANG. 


or F; if he refrain from doing so, Black will take the 
advantage of going to B or F, and win. 

These positions are, however, very simple, and far too 
elementary to take in a person skilled in Go Bang. 

4. The more intricate positions are two or more open 
lines of three men which converge or intersect. T hese are 
to be obtained more stealthily, and if the adversary’s atten¬ 
tion should be taken up with playing his own game, he 
may be taken in and defeated thereby. 

We give below a few examples of how to obtain these 
positions, where they might easily be overlooked. 

Position i. Position 2. 



Position 3. Position 4. 



0 





0 

X 


G 




0 








t 





Fig. 6. 


Fig. 7. 









































TACTICS OF THE GAME . 


67 


In all the above positions, Black should at once play into 
the square marked with a X, as if he allow White to do so 
he will lose. 

Black should ask himself, in which square lies his danger. 
Whether it is the point of intersection or of convergence 
that he must guard against. For instance, in Position 3, it 
would be useless for Black to go to the square marked t, 
although it might appear to be the point of White’s attack. 

5. When a player obtains three men in a line, with an 
unoccupied square on either side, his opponent should be 


2 3 4 5 6 



guided by the position of the board as to which end of the 
line he should play. It is sometimes of great consequence 
which end he chooses, as shown above in Fig. 8. 

Suppose White obtains an open three, as in that diagram. 
Here if Black should play A2, he will lose, because White 
will at once secure F2, which will give him two positions, 
B2, C2, D2, and F2, and C5, D4, and F2, both of which 
Black cannot defend, 















68 


GO BANG. 


Whereas if Black play E2, he will frustrate White’s 
attack, at any rate for a time. 

6. Half open fours, i.e., four men in a line closed at one 
end, are often very effective, especially if two of them can 
be obtained on intersecting or converging lines; or a half 
open four may be used with an open three. We give a few 
examples showing how to obtain such positions. 



Fig. 9 . 


X 






0 

0 





0 


0 




0 






• 




0 







• 



Fig. 10 . 



Fig. ii. 


Fig. 12 , 















































TACTICS OF THE GAME. 


69 


When the game is far advanced and a great many men 
are on the board, it frequently happens that it is won by an 
oversight, as it is exceedingly difficult for a player to keep 
his eye on every point of the board. The game also may 
be lost by a player who is intently pursuing his own game, 
as in such a case he is exceedingly apt to overlook some 
subtle attack on the part of his opponent. 

It occasionally happens that a counter attack is developed 


A 


B 


C 


D 


E 


F 


G 


H 


by a player who is apparently playing forced moves; this 
is exceedingly dangerous, and it is as well, therefore, for 
the attacker to examine carefully the defender’s position 
ere he proceeds with his aggressive tactics. 

A threatened coup may be sometimes defeated by a 
counter attack (See Fig. 13). 

Suppose White should obtain two open threes on lines 
that intersect, this would mean the loss of the game to 



Fig. 13. 




















7o 


GO BANG. 


Black if he be unable to gain a move. In this case Black 
is able to do so by placing a counter at F5, which forces 
White to go to E4; then Black is enabled to stop the other 
open three by going to F6 or B2, as he chooses. 

This game may be played by three or four persons, who 
should each have counters of different colours ; but it is 
essentially a game for two, and if four persons wish to play, 
a partner game is to be recommended. 

THE ENGLISH GAME. 

The English version of Go Bang will be found very 
simple in principle, but will in practice call forth con¬ 
siderable skill and ingenuity. It is far inferior in many 
respects to the Japanese version, yet it has this advantage, 
that the materials requisite for the game are far more readily 
procurable in any ordinary household than the somewhat 
elaborate board and numerous pieces of the Japanese 
version. 

This game is played by two persons on an ordinary chess 
or draught board, each player taking a certain number of 
counters (generally fixed at twelve or fifteen) of two dis¬ 
tinctive colours. 

The lead having been determined in the usual way, the 
leader commences by playing one of his men on any square 
of the board, and his adversary continues by placing one of 
his men on any unoccupied square, and then each player 
alternately places one of his own men on any vacant square 
of the board he may choose, until both players have placed 
all their pieces. If during the placing of the pieces either 
player obtain a line of five men in a vertical, horizontal, or 
diagonal line, he calls “ Go Bang ” and wins the game. 

If neither player succeed in winning the game in this 
first stage, and it is very unusual that the game is won 



THE ENGLISH GAME. 


71 


thus early if the players be at all equal, then each player 
alternately moves one of his men to an adjoining vacant 
square until one or other of them succeed in obtaining a 
winning position. 


Illustrative Game. 

In the first part of 
this game many of the 
tactics are the same as 
in the Japanese ver¬ 
sion, such as intersect¬ 
ing and converging 
open threes ; but play¬ 
ers are greatly hamp¬ 
ered in attempting the 
more intricate positions 
by the small size of 
the board, and conse¬ 
quently between even 
players the real con¬ 
test is generally left to 
the second stage of the game. 

The lead is not so valuable as in the Japanese game, 
because the last move in the first stage is often of extreme 
importance, and sometimes, unless the first player is very 
careful, it may be the means of giving the game to the 
second player. 

Suppose the game stood, as in the diagram (Fig. 14, 
p. 72), at White’s twelfth move he would play H8, and win 
next move by playing F7 to G7. 

* This means that the move is forced. 

t White moves D7 to C7, thinking thereby to obtain five men in a 
line at A7, B6, C5, D4, E3 ; but he forgets D7 guards Black line 
D7, E6, Fs, G4, H3. 


Move. 

Black. 

White. 

I 

D 5 

d 4 

2 

e 4 

F5 

3 

F 3 

C6* 

4 

F 5 

F6 

5 

C 3 * 

d 3 * 

6 

E6 

f 4 

7 

G4 

D7* 

8 

G*z 

Hi* 

9 

D6 

F 7 

10 

E2 

Di 

11 

G 7 

E 3 

12 

D2 

C 5 

13 

F3-F2 

D3-C2* 

14 

C3-D3 

D7 —C7+ 

15 

D6-D7 
and wins. 















72 


GO BANG. 


In the second stage no general rules of play can be given, 
but each player must select some position which he thinks 
easiest to gain, and then strain every nerve to obtain it; 
the usual stratagem resorted to is to draw off an adversary’s 
piece which is likely to prove troublesome by some feigned 
attack in another part of the board ; or a player should try 
to gain two strong positions, both of which the adversary 
imagines he guards with a single piece. 



Fig. 14. 


A player is often handicapped in the second stage by the 
bad placing of his men in the first stage. It is impossible 
for us to give definite instructions as to how a player should 
place his men, as the exigencies of the game will often 
oblige him to take up a disadvantageous position in order 
to defend himself from defeat. 

Experience obtained by practice will prove by far the 
best guide to players on this point. 






























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